Description: The idea of this map is to let every player start in any location available and have a fair start as every other player. In the middle of the map you have a small island that you can get there by air or by spawning there by using Orbital Abilities, it make the game very interesting to play and create some good gameplay strategies.

Description: This was one of my first made maps, i do really love the Design of it, it's a six player map but its so big! It does look at lot like Mid Lover map but design wise is nicer, good luck finishing this map .

Description: 10 Player map was created in mind, every 5 players on each side of the map, it's all about the middle, secure the middle and you win the map, or you can strategize and win it with air!, do forget to have some Anti-air Structures.

Description: I called this map Round In because everyone start from the inside of the map and let's say the middle of the map, my recommendation for the player who rush is to build air, and for the player who is more into the defence get anti-air structure up fast.

Description: In this map you start at the Edges Surrounded by Mountains, you don’t have a lot of freedom to move your ground units the way you want, that’s why it make the map very interesting to play, air units is an important part of the gameplay.

Hello Everyone, as all of you guys know the Map Editor is still very buggy and most of the time does not work.

but I did make 10 maps for everyone who want to try something new, the maps are not perfect, I even remade the same map more than 10 times because the Map Editor keep crashing and the maps gets broken, anyway I hope you like all the them and if you see any bugs in the maps let me know and I will try to fix them, or remake them.....

any questions that you have you can ask them here or in the Discord Channel

Good luck, have fun and Thanks.

Edit: Many will ask why the map environment that I do are only in plains(terran) the answer to that is nothing else work for me,

every time I build a map in all other environment and finish building it, and I go and test the map it just stay in Terran environment.. weird..

Nexus War is listed as doing FFA. With the default victory points that's out of the question!

Hmmm your right, that’s kind of a weird map to be FFA lol, I am gonna edit it and write 1v1, and 2 teams. Thx for letting me know, have you tried any map? Do you like it? Do you dislike it? Any recommendation?

Ashes War: After I couldn't make headway against the Painful AIs I tried it again against Normal AIs. Now it's got a different problem: The computer can't handle it.

The corner positions are far enough from the next node that you can't simply walk up and take them. I was able to build a gun and take it but it took the AIs on the corners ages to capture the closest node and none of the AIs put up anything resembling a threat. By the time I had a battlegroup of two juggernaughts ready I still had only been attacked at the node in the inner square two steps from my position, and it had never faced more than light harassment--half a dozen units.

When the dust settled I had 10 juggernaughts on the field and 5 nodes had never been claimed. Two more were only claimed after I was building my first juggernaught. (I'm not counting the central node that could only be taken with orbitals, I wouldn't blame the AI for not knowing how to do that.)

And when playing against Painful AIs I couldn't beat them even with an outside start. The 4 inner AIs were basically ineffective giving the other outer AIs so much expansion I couldn't cope with them.

True the first who take the nodes gets more eco, but that cannot be fixed because of how the game was made, the only way for it to get fixed is, if the Dev's create some new rules to let you share those nodes with everyone else. (how to share them is maybe by dividing the nodes eco with all the players in the team or give all the players in your team all the eco of that node), that will make the game very interesting.

The corner positions are far enough from the next node that you can't simply walk up and take them. I was able to build a gun and take it but it took the AIs on the corners ages to capture the closest node and none of the AIs put up anything resembling a threat.

you are right again, that can be fixed very easy, but thx for letting me know

What sucks here is that, for the past week or so the map editor does not work and I cannot load any map at all, after I try to load a map (any map) or create a new map from the map editor, it goes grey screen for a sec then the game closes on me without any error...

I Hate this bug.. I hope the Dev's can fix it asap.

For now the only thing I can do is wait. ( some weeks it work for me and some weeks it does not. )

And when playing against Painful AIs I couldn't beat them even with an outside start. The 4 inner AIs were basically ineffective giving the other outer AIs so much expansion I couldn't cope with them.

True the first who take the nodes gets more eco, but that cannot be fixed because of how the game was made, the only way for it to get fixed is, if the Dev's create some new rules to let you share those nodes with everyone else. (how to share them is maybe by dividing the nodes eco with all the players in the team or give all the players in your team all the eco of that node), that will make the game very interesting.

No--I was trying FFA, not teaming up with the other AIs on my side. I was holding up to what was on my side of the map but got smashed by an AI from the other side.

The corner positions are far enough from the next node that you can't simply walk up and take them. I was able to build a gun and take it but it took the AIs on the corners ages to capture the closest node and none of the AIs put up anything resembling a threat.

you are right again, that can be fixed very easy, but thx for letting me know

I think the Normal AI is not a difficult AI to play against if you are a good player

I'm saying normal on this map was **much** weaker than I'm used to normal being. On large maps I can usually handle Painful AIs but the special missions I have only managed to beat on beginner (and now we don't have difficulty on them, they quickly kill me.) I'm not used to seeing a bunch of unclaimed nodes at the end of the game. Note that on Painful the AIs had no problem with it.

FFA vs 7 challenging AIs. Once again the closest node is too far away for immediate capture, although the AIs must have gotten some bonus as they captured them fine.

This map left me glowing in the dark--despite my entire strike force being air power I still had far more radioactives than metal.

The left turinum generator has two extractors inside it where you can't build--I never saw the others to know what they were like. The outer AIs dominated the inner ones. I put heavy defenses on the chokepoint with the AI next to me and it was a non-issue, but the inner AI didn't fare very well anyway, I didn't see why.

I'm saying normal on this map was **much** weaker than I'm used to normal being. On large maps I can usually handle Painful AIs but the special missions I have only managed to beat on beginner (and now we don't have difficulty on them, they quickly kill me.) I'm not used to seeing a bunch of unclaimed nodes at the end of the game. Note that on Painful the AIs had no problem with it.

Maybe its because there is not enough nodes in the ( Ashes War ) Map, normal AI may need more Nodes near the base for it to build faster... maybe...not sure.

that's why when the map editor let me I will add more nodes to the map and fix the nodes.

Central flame:FFA vs 7 challenging AIs. Once again the closest node is too far away for immediate capture, although the AIs must have gotten some bonus as they captured them fine.This map left me glowing in the dark--despite my entire strike force being air power I still had far more radioactives than metal.The left turinum generator has two extractors inside it where you can't build--I never saw the others to know what they were like. The outer AIs dominated the inner ones. I put heavy defenses on the chokepoint with the AI next to me and it was a non-issue, but the inner AI didn't fare very well anyway, I didn't see why.

Central Flame need way more nodes, I guess it need more Metal nodes,

I will move some nodes nearer the bases so you can take the first node fast

and of course fix the left side Turinium generator node

But remember that taking the first node fast is not something that it need to be done, its just a map design method, but no every map need to have those nodes near the base..., Why always have the same Strategy in the game? rush the first node... it does not need to be always like that

But remember that taking the first node fast is not something that it need to be done, its just a map design method, but no every map need to have those nodes near the base..., Why always have the same Strategy in the game? rush the first node... it does not need to be always like that

I wasn't able to grab the node **quite** in time--it was so close I won't say it's impossible. The AIs got them. The AI never got the node in the far upper left for some reason, though.

The AI doesn't seem to exploit the space within the ring basins, most of it was totally empty for the entire game.

Once again, a glow in the dark map--I took the three nodes connected to my nexus, fortified them and built harvesters, then heavy bombers--and despite hardly building a ground unit my radioactive supply just went up and up. Send the bombers around the outer edge and the AI was hopeless.

I will be awesome to change those kind of option when you are creating the map..( if I can change the victory points inside the map editor and some other options that will be great). that's why the map Editor needs to be updated asap

Radioactives are very short at the start. I found frigate swarms far more useful here than usual.

For some reason I don't understand the late game turned into a major lagfest, by the time I was going after the last AI it was below 1fps much of the time. I didn't have all that many frigates in play at that point, I might have had harvester congestion by then.

Having all the turinium generators together like that coupled with low victory points (I had them turned off anyway) makes for a first-to-get-there-wins type of situation.

The two side resource areas have one opening, the four corner ones have two openings. This makes for a very different tactical situation for players 2 and 5. (I got start #1 and had no problem at all holding the resource area north of me, but repeated fights over the one in the corner until I was able to take out his node there.

I think I understand the AI's problem with those huge starting areas--it looks like it's only willing to build a short distance from a node. Lacking nearby nodes this means it leaves itself very open to air attacks on it's nexus.

2) Big balance problem here--the 4 corners have a much superior position to the 4 centers. Challenging AIs, the centers got one node, the corners got 3 nodes and a turinium generator. No center start was able to hold more territory than this.

Another balance issue. I got the #3 position. #1 and #2 expanded a lot faster than the other corners. By the time I was taking out #1 the two northern corners were dead and #4 didn't have too much.

I had heavily fortified the center (I saw my defenses obliterate an attack by 25k points worth of units with zero losses) and east crossing points and owned but had not yet fortified the west crossing when the traffic bug caused a crash. I reloaded the autosave, fixed the traffic problem and started pushing north. The AI was collapsing badly (and for some reason never retook some nodes that were captured by #4 with orbitals) and presumably the traffic bug crashed it again--and I learned that there are no autosaves when you load a game. I obviously was going to win so I didn't bother with playing it out.

Against Painful AIs the balance changed--now the corners did better. It took a few tries before I was able to beat them--I didn't try to hold anything outside my start, just kept sending out frigate fleets (no radioactives needed) against everything near me.

One really close call when an Eye of Darkness managed to get into my base, followed by a strike on my nexus after it took down the protection. After that I had enough juggernaughts to stand up to anything the AI had.

DF Centre: You moved the capture points but not the resources themselves. Also, this is not playable as a free-for-all as points 1-4 fare far better than 5-8. In a FFA game the first four dead were 5-8 and they never expanded well.